Thursday, November 30, 2017

Ode attempts to hit the right note with PC gamers

 

Music and games have a interesting chemistry with each other. Obviously I’m not talking about game soundtracks; games having these is a bit of a given, really. I’m not necessarily even talking about games focused on playing music, you know, like Rock Band. I’m referring to those games where your aim is to meet a goal while creating or developing something musical. An example of what I’m on about is Ode, a new experimental release from Ubisoft for PC.

Ode will take the player on an enchanting and musical journey through beautiful landscapes. You will take on the role of Joy and be invited to explore four musical gardens, collecting fallen stars as you go. The more of these stars that you collect the more intense and vibrant the sounds and visuals you experience will become. These gardens are filled with musical plants which will emit specific notes and help you provide a musical background to each level.

Created with the simple goal of bringing a joyful experience to players, Ode comes with no guide, tutorial or hints. This allows players to explore the sensory worlds at their own pace. You will be able to allow your curiosity to determine the direction you decide to go. To expand on this, soft challenges built into the game will unlock layers that will allow you to create a unique composition based on your own play style.

Available now on Uplay world wide at a price of $4.99 (4.99 Euro), Ode is exclusive to Ubisoft Reflections, the studio that created Grow HomeGrow Up and recently Atomega. If interactive, musical art (something that this game certainly appears to adhere itself to) is your thing, Ode could well be worth a look. At the very least, it’s always nice to step away from all the insane action that’s constantly getting thrown at us and do something a little bit different.

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Shin Megami Tensei V Announced for the West on Nintendo Switch

Today, ATLUS has announced that Shin Megami Tensei V will be coming to the West for the Nintendo Switch. Players will face a fresh onslaught of demons in a modern Tokyo setting. Pricing and release date details will come later, but for now, here’s a new English trailer and some tasty screenshots:

 

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Oh Nomes! – The Hideaway, the second DLC of Little Nightmares, is released

The second of three DLCs in the “Secrets of The Maw” expansion has been released, called “The Hideaway”. Rather than jump scares, it relies on a heavy sense of dread. This made it into an ultimately creepier game. If you are as excited as the rest of us Little Nightmares fans, then keep on reading!

Little Nightmares is developed by Tarsier Studios and was released at April just this year. When the trailers went live, it hyped up all horror and puzzle-platformer gamers. But when the main game hit the shelves, no one expected how groundbreaking it turned out to be. As one of the most disturbing game of the year, players help the main character Six through the unforgiving, murky world of The Maw. With no dialogue whatsoever, it still captured the hearts and attention of many. The story is revealed in the details, and it’s up to the players to put together Six’s story, as well as the inhabitants of The Maw.

What are the Secrets of The Maw?

Secrets of The Maw includes exactly what it’s entitled. Within three DLC’s over the next several months, the players will know more about The Maw and its inhabitants. It stars a new character called the Runaway Kid and his journey through the dreadful place. I think what made this even more intriguing is the fact that his story correlates alongside Six’s. So we feel little chills when a familiar scene presents itself during the DLCs. The Hideaway trailer shows the Kid working alongside Nomes to literally power the dreaded Maw. Knowing Little Nightmares’ reputation for keeping certain contexts in the dark for the players to realise themselves, I am eagerly anticipating this next DLC. We also see glimpses of the Janitor, which players will recognise as the first monster we encounter in the main campaign.

 

Little Nightmares DLC - Runaway Kid

 

More on The Hideaway

Judging from the trailers that have been released, The Hideaway doesn’t seem to be introducing more monsters. I was very much looking forward to the idea of each DLC presenting new antagonists. However, The Hideaway seem to be more focused on the Maw itself, and how it came to be the colossus that it is. So it only makes sense that it highlights the Nomes; it seems to be these cute little creatures that power The Maw – which literally means “mouth of a greedy being”. The Hideaway will test your teamwork skills as you uncover the secrets on the lives of the Nomes.

The previous DLC entitled “The Depths” was released back in the summer of this year. It introduced us to the Kid himself and a monster which we never saw in the main campaign, the Granny. This DLC established who the Kid is, and furthermore, what unspeakable horrors are lurking in various dark corners of the Maw. Therefore, The Hideaway is placed in an anticipated light, that it will deliver as bigger chills as it did for the last DLC.

The third and final DLC will be released in February next year. This will ultimately decide the Kid’s fate. The players will also be able to find where they stand in comprehension of the Secrets of The Maw.

 

Little Nightmares - The Hideaway

 

Like the main campaign, your objective in these DLCs as a whole is to escape the floating vessel that is the Maw. Six’s journey took her upwards to discover what it is used for. While the Kid spirals downwards to uncover how the Maw works. There’s only one DLC left to wait on, and we look forward to seeing where luck will deliver the Kid this time around.

Nowhere pleasant is my guess.

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Tuesday, November 28, 2017

REVIEW / AER: Memories of Old (PS4)

 

You know, I genuinely can’t remember the last time I played a game where the story drew me in so completely that I lost hours and didn’t care. Don’t get me wrong; I absolutely love what I do and I love being a gamer, but there’s always the little frustrations of levels with huge difficulty spikes, enemies that just won’t seem to die and cheap deaths that seem to be avoidable. I can say with a certain amount of awe that for the first time in what feels like ages, I remembered the pure joy of just playing. Wonderful things often come from the most unexpected of places and, in this particular case, my sense of amazement came from a short but unbelievably beautiful game called AER: Memories of Old.

 

 

This title isn’t so much a visual novel as a game you play for the experience of exploring and piecing together a beautifully written story as you go. This isn’t a game of milestones. You aren’t looking to complete a level or kill a boss. In the truest sense of the word you’re just looking. There’s something truly beautiful about having the freedom to do everything at your own pace.

You have a main plot and you can probably complete the game really quickly if you just hop from NPC to NPC, following their advice on where to go next. But this isn’t the soul of AER. The soul comes from all the other stuff you’ll find by exploring on your own. You aren’t so much dragging your heels with the plot by getting side-tracked; with AER, getting side-tracked is something you’re invited if not encouraged to do.

 

 

in keeping with the almost zen-like feeling you get from playing this title, there aren’t any enemies and you can’t die. This is a brilliant choice. Technically the world you are in is safe, but as you pull strands of plot together you realize that real danger is never gone for long and a true catastrophe might only be a heart beat away.

This isn’t a game about the present as such, so there’s no immediate danger. Rather, there is a looming threat, one that focuses on the past and by proxy the future via your actions in the present. You can save the world by learning a series of lessons and finding ancient guardians and making spirit animal friends. I know that this is probably the most cryptic I’ve ever been, but I’m trying so hard not to give anything away. AER’s story is just so cleverly woven that I don’t want to ruin any of it for you.

 

 

To give you the briefest of overviews, you play the part of a young lady called Auk. Your world was broken into a mass of floating islands in the past and you need to figure out what caused that apocalyptic event and stop it from happening again. If you don’t succeed in your quest ,there won’t be anything left to save. With the aid of a magical lantern, you will literally shed light on ancient texts and be able to see the spirits of your ancestors. This powerful item will also allow you to activate certain switches and is integral to solving puzzles.

One of the best parts of this game is the way you explore. Auk can shape-shift into a bird. There is a real sense of freedom that comes with flying between the islands and the landscape from the wing is pretty breathtaking. This gives AER: Memories of Old another level of depth. You are playing on more than one dimension. You explore landmarks in your human form, but finding them often comes from looking down from above. Your bird form isn’t just a gimmick that’s been thrown in to make AER a little bit different and as a basic means of getting about; it’s actually really important to your progress.

 

 

AER: Memories of Old is on some level a puzzler, but none of the puzzles ever feel insurmountable. With a little bit of thought you’ll be able to solve virtually anything the game throws at you. The puzzles just add another layer of enjoyment to the game. They aren’t meant to be hard, they’re just meant to give you a greater sense of achievement from progressing in your journey. You still want to feel like you’ve earned something by playing and the puzzles scratch that itch.

So nuts and bolts time. Firstly the game is absolutely stunning. AER uses a low-poly style that takes a tiny bit of getting used to at the very beginning but when you adjust it’s really colorful and hugely fitting for the game. Both the aerial views and the imagery you find on foot are really gorgeous. You get to enjoy this style all the more because you aren’t concentrating on all the other distractions that come with most other types of game, you know, like surviving. The music is also fitting and relaxing and very well thought out.

 

 

Control-wise, AER handles like a charm. The only difficulty I had initially was getting used to switching from my bird form back to my human one. I spent a fair while missing the ground initially and landing was tricky. This is something you get used to so I’m absolutely not criticizing it just took a bit of practice. Other than this everything feels smooth and flows nicely, so there’s nothing to spoil the sense of relaxation and wonderment you get from the game.

I can’t stress enough how much I’ve enjoyed my time with this title, in fact I’m pretty sure that this is my favorite game of the year thus far, and that’s saying something. I also think that this might well be giving me my first platinum trophy. I want to get absolutely everything from this experience that I can. My only wish is that AER: Memories of Old was longer. This isn’t a matter of “bang for you buck,” you won’t feel cheated out of your money, you’ll hopefully enjoy this game as much as me. I just want more. I’m hoping they might expand the map and introduce new characters. This isn’t a case of there not being enough, rather one where in my opinion there’s more that can be done.

 

 

AER: Memories of Old is a brief but stunning indie gem. The only gamers I can’t see this title appealing to are ones that like their games really action heavy. I think a good proportion of the rest of us will truly enjoy this game. All I can say is pop over to the PSN store and grab a copy for yourselves. You will not be disappointed.

 

 

 

This review is based on a retail copy of the game provided by the publisher.

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PlayStation 4’s dominance in the console market cannot be stopped

It seems that I was not the only one over the weekend to purchase a PS4. According to PlayStation Network’s Eric Lempel, more consoles were sold this Black Friday than ever before in the 22-year history of PlayStation as a brand. You can read GameSpot’s article on it HERE.

Considering just how many PS4’s were already in the wild, this is no small feat. In June of this year, Business Insider reported that the PS4 had sold over 60 million units. For comparison, the Xbox One is expected to be around 30 million. You can check out the Business Insider article HERE.

As a guy who just got his first PS4 this past weekend, and up until now has largely been playing Xbox, let’s just face it, the Playstation 4 has just purely dominated Microsoft’s console since day one. The recently released Xbox One X is an impressive machine and deserves every bit of praise it gets, but when it comes to price, popularity, and games, the PS4 is still going to dominate for years to come.  In the five years since they both released, the PS4 has had a significant advantage when it comes to exclusive games, leading to the big difference in popularity.

Let’s look at some of those exclusives.

Xbox One exclusives: Forza, Halo, Gears of War, and Cuphead. I reviewed Cuphead earlier this year (you can see that HERE) and thought it was a great game, but I cannot be the only one thinking that Microsoft’s over-reliance on Forza, Halo, and Gears is severely holding them back. Forza looks amazing every single year it comes out, but outside of the die-hard racing community, who buys the games every year? Who knows if Halo will ever be able to reach its glory days again, and Gears 4 is about as innovative as Gears 1 was over a decade ago.

Upcoming: It’s not all doom and gloom as there are quality games on the way in State of Decay 2, Sea of Thieves, and PUBG coming to the Xbox One next month. I have enough faith in Phil Spencer that he is going to turn around the company’s shortcomings and the Xbox One X is the kind of hardware to open eyes, they just need the games for it to show off that power.

 

PlayStation 4 exclusives: The Last of Us, Infamous, MLB the Show, Horizon: Zero Dawn, Until Dawn, and Bloodborne. The Last of Us was game of the year just four years ago and Horizon has a chance at winning that honor this year. Infamous: Second Son was a big buy after the consoles release, Bloodborne is popular, and MLB the Show is by far the best baseball game on the market. Oh yeah, there’s also a Bandicoot named Crash who seems to be making a comeback from the 90’s.  There are numerous games I haven’t mentioned here as well.

Upcoming: In the coming years we can expect to see The Last of Us Part 2, Days Gone, Death Stranding, Detroit: Become Human, Spiderman, and the amazing looking God of War. Not only are the games that are already out good, but the future looks exceptionally bright as well.

 

You might be wondering, “What about the Nintendo Switch?”. I really cannot consider the Switch a main console. I would honestly put it on a different tier than the Xbone and PS4. Don’t get me wrong, I love my Switch and have enjoyed every second with it, but it is much better as a secondary console to compliment its stronger, more established brothers. It is an amazing console and will do great things for Nintendo, but lets count it in a different market.

Personally, I still love my Xbox One. It is a really good console and I have put enough time into it and made great friends along the way. There will most definitely be many more hours that I put into the console, but I would be lying if I said the allure of the amazing single player games on the PlayStation 4 and the appeal of the Switch didn’t make me more hesitant. Having three great consoles on the market is such a good problem for all of us to have that it is leading to some hard decisions about where to put our time and money.

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Monday, November 27, 2017

Mantis Burn Racing speeds onto Nintendo Switch

 

You can’t beat a good racer. Personally, I’m not massively for utter realism; if I wanted that I’d learn to drive, so something a bit more cartoony would be what I’d normally reach for. There are some absolutely monolithic racing franchises out there, and looking to join Mario Kart, F-Zero and Rock n’ Roll Racing (a bit less monolithic but a bit bloody good, look it up) is Mantis Burn Racing. This title recently arrived on Switch and I’m here to give you an idea what you’re in for if you fancy blasting around a track at high speed. ‘Cause I’m nice like that.

Developed and produced by the clever souls over at VooFoo Studios, Mantis Burn Racing is a modern top-down racing game that combines physics-based gameplay with intuitive arcade action. You are invited to test your skills with five unique classes of vehicles over an eleven season single player career consisting of 150 events and 13 event types. This should give you plenty of variation as you prove your skills in a bumper to bumper battle for the top.

Mantis Burn Racing on Switch features all the upgrades and content released to date in the biggest and best version of the game,” said Mark Williams, Technology Director at VooFoo Studios. “The game is all about fun, fast, competitive racing and with added support for Switch specific features like Local Multiplayer and our ‘Cross Table’ mode; it’s a perfect fit for Nintendo gamers at home or on the go.

So, what are some of the features that make this game so cool? Well, it comes with quite a bit of DLC thrown in, including the Elite Class DLC, Battle Cars DLC and Snowbound tracks. Mantis Burn Racing also features RPG style upgrades. You’ll be able to fine tune your vehicle’s handling and performance via an upgrade system that adds some real tactical depth to your game.

You’ve also got a bunch of different ways to play with your mates being supported by Mantis Burn Racing. These range from classic split-screen multiplayer for up to four players for cross-network play. This allows you to play against up to eight other players, some of whom may well have different systems. This is opening the doors for a lot of fun for those of you that don’t know any other Switch gamers.

If you’re fancying a blast around the track, you can find this title in the eShop now for £14.99 ($19.99 for our American friends). Considering the amount of extra stuff VooFoo are adding to the release, this doesn’t really seem badly priced at all. This could well be a nice little change from all those competitive shooters and arcade blasters out there for the high-score grabbers among you. For racing fans, having at least a cursory peek at this one seems like a bit of a no-brainer, really.

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REVIEW / Hidden Agenda (PS4)

 

When two friends visited our house the other evening with a shiny copy of Hidden Agenda, I was definitely excited. Ever since I’d seen the E3 announcement earlier this year, I’d been incredibly keen to play it, despite not actually knowing a lot about the gameplay. I knew that it was a crime mystery that could be played cooperatively or competitively, but I had no idea that it was played via an app on each player’s phone, rather than with controllers (similar to Jackbox games). Regardless, after absolutely loving every one of my three playthroughs of Until Dawn, I was keen to sink my teeth into the next decision and quicktime event-based game by Supermassive. Unfortunately, Hidden Agenda may actually be one of the single worst games I’ve played this year, if not in my entire recent history of gaming.

 

So sweaty

 

Hidden Agenda is one of Sony’s new PlayLink titles, which are all played as party games via companion apps on the players’ phones. I don’t really care about the gimmick one way or the other; Jackbox games are played the same way and are incredibly enjoyable, though it does feel odd to use such an advanced machine with specifically-designed controllers for games like this. Once you’ve downloaded the 129MB Hidden Agenda app and waited a good half an hour for the various updates to install on your PS4, you and your team must connect to the same wifi as the console and choose to join a game.

You select a color and choose names on your phone, which will flash up on the main Hidden Agenda menu screen when you join the game.  Once you’re all connected, the irritating gameshow host voice will take you through some of the basic controls for the game. The tutorials are interspersed throughout the first few cutscenes, allowing you to try out your abilities almost immediately.

 

FYI: We played the game cooperatively, rather than competitively.

 

On the TV screen, there will be times when you will need to make decisions or quickly react to events in the game. For example, two options will come up, one on either side of the screen, with a small box underneath. Using your phone as a trackpad, you move your colored dot to the box under the choice you want to make. You must always have a majority vote to be able to continue on, which means that you have to argue it out among yourselves in person or use a Takeover. Each player is given one Takeover card at the start of the game for free, and more can be obtained by being the first to find clues or respond to quick time events in later scenes. A Takeover allows the person who used the card to gain control of the situation and choose whichever choice they think is best.

Whether in cooperative or competitive mode, I think this method of play is really good for getting everyone involved and prompting proper discussion and engagement with the game. During certain scenes, you must have all players agreeing to a specific decision, rather than just a majority. This can result in a bit of arguing, or more often someone will step in with a Takeover when they get bored of the arguing. If I’m honest, we were all pretty quick to just change our views to line up with the other side if need be, so most of us had 3-9 Takeover cards stocked up that weren’t used.

 

 

Hidden Agenda begins with a scene where a detective, Becky Marney, is investigating a suspected instance of the Trapper serial killer in an old house. They catch the Trapper in the act and arrest him. Five years later, just 48 hours before the Trapper is due to receive a lethal injection, he begins to claim that he wasn’t the killer. He claims that someone named Adam Jones is the real mastermind.

Now playing as district attorney Felicity Graves, you have to determine whether the currently imprisoned Trapper is telling the truth, all while navigating a series of gruesome events that occur during the investigation.  This means investigating during timed segments for clues, choosing where to investigate, and how to react during the many conversations where you decide how to respond. On the surface, this makes Hidden Agenda sound really interesting, and maybe it would have been if it hadn’t stumbled at every turn past the basic premise.

 

 
Beginning with the graphics, anyone who has played Until Dawn knows that the human models in Supermassive’s games are really detailed, realistic and quite impressive, but also come with a few occasional weird faces just as a small quirk. Hidden Agenda has the same hyper-detailed, realistic faces, but it’s like they had no budget left to implement them properly. About 90% of the time the characters’ eyes don’t focus, they stare through other characters when they’re talking to them, and even sometimes seem to have their eyes roll backwards into the sockets. This happened so frequently that we were really distracted by it, to the point that we missed vital pieces of conversation because “Oh no, Becky’s gone wall-eyed again while talking to Felicity”.

There’s also multiple instances of the characters standing entirely too close to each other. This would be excusable if there was any romantic subtext to be gleaned from these scenes, but apart from maybe one scene, this absolutely wasn’t the case. Becky was in a heated, reluctant conversation with her (police) partner and they were so achingly close to one another that it looked like they were about to kiss or hug. It looked exceptionally awkward and was completely baffling. This is more of a nitpicky comment, but there were also times where certain graphical effects continued to be present on the character models well after it was necessary. For example, in one scene Becky emerges from under an umbrella, when it’s raining outside, to take the Trapper into a building so they can investigate. Some 10-15 minutes later she’s still so unbelievably wet on her face that it looks like she’s just stepped off a treadmill. Meanwhile the Trapper, who wasn’t ever under an umbrella, has maybe a couple of droplets on his face at most.

 


 

As for the voice acting, while a lot of it was unmemorable but inoffensive, there were a lot of lines where the character sounded out of breath, or like they maybe should have had another take. However, one incredibly important character has some of the most wooden acting I’ve ever witnessed, and I’ve both been to forests and watched Birdemic. This character is so intensely vital to the main climax, if you could call it that, of the game, and they speak in a legitimate monotone.

This may have to be the worst voice acting I’ve ever heard in a game, and while some of Until Dawn’s script was a bit clunky and cringey to listen to, I never thought the voice acting was bad. It was insanely clear that they were either really rushed for time or simply didn’t care about how it sounded, because if they had bothered to check, they wouldn’t have been able to ignore just how awful it was, in addition to being insanely mood-breaking. Speaking of mood breaking, every time an event came up where a decision was required without it being a standard conversation choice, the Jackbox-style “host” would break through and tell us that X or Y was required, or that we’d reached the end of the chapter. It was aggressively mood-breaking and honestly just plain annoying and out of place, voice-wise.

 

 
I actually had fairly high hopes for Hidden Agenda‘s story. Some parts were always going to be a little cliché, being a cop-based murder mystery, but despite those basic elements, a story can still absolutely manage to be compelling and interesting. After all, there’s a reason shows like Law and Order and CSI are so popular. However, it’s clear that the story progression and decision results are incredibly bare-bones. While it held together in the first part of the game, Hidden Agenda‘s storyline really fell apart in the second and third parts.

It’s abundantly clear that the game expects you to make certain decisions over others, as often we would start new scenes and characters would be investigating or talking about something that had never been brought up in the game previously. Completely unknown side-characters would show up for a single scene and disappear again with no context, and the worst of all – our main character interacted with one of these random characters, and then in the very next scene she was shouting into her phone that she knew who the killer was – with zero connecting points leading to this decision. At this point we were interchangeably howling with laughter and seething with anger. Hidden Agenda felt so broken that we had actually started to feel offended that it had been released as a full, complete, and tested game.

 

 
I really wanted to like Hidden Agenda, but it is absolutely disgusting how disorganized, atrociously animated, and poorly acted it is. It’s abundantly clear that its one QA Tester was insufficient for weeding out all of the flaws in this one two hour game. I’m severely disappointed that this was released as a full and complete game and even more disappointed that Supermassive now have to have this failure forever attached to their good name. Hidden Agenda reeks of pressure from Sony to get a “grown-up” game for their Play Link series where they knew they could bank on Supermassive’s Until Dawn fame for sales. Do yourself a favor and never touch Hidden Agenda, because you will be sorely disappointed.

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Portal Knights ports to the Nintendo Switch

 

The Nintendo Switch has been seeing some pretty cool little titles appearing on it in the past few months, you know, other than the ones from Nintendo, which we expect to be cool simply because it’s Nintendo. The latest in this line of great games is Portal Knights which is now out on consoles. You’ll find its digital release in the Nintendo eShop at $29.99. A physical release is also planned and you’ll be able to grab a copy in your local stockist next February.

Portal Knights, for those of you that haven’t heard of the game, is a sandbox co-operative action RPG which has been developed by Keen Games and published by 505 Games. In true RPG style you’ll choose your role at the beginning of the game. Step up as the warrior, ranger or mage and build your skills while gathering resources to build powerful weapons, armour and spells. You will need the best arsenal you can get when you are going face to face with formidable monsters and bosses in real-time combat.

It’s already had quite a bit of success with its PC, PS4 and Xbox One versions and has now been optimised for the Switch. This will enhance the game with new ways to build, battle and share your adventures with your friends and family.

The new features I’ve just mentioned will obviously include touch screen support (this is the Switch after all); with a tap of the screen and a quick swipe you’ll find yourself being able to manage your growing inventory of items more quickly than ever. Wireless play is also supported. Portal Knights will happily support you and up to three of your friends in split screen co-operative play. This means that if two of you connect two Switch systems you’ll get split-screen play for all. Of course, if you and your mates all have a Switch why not connect all four systems and play in full screen? The choice is entirely yours.

Switch players will also have access to the latest Portal Knights version release (the v1.2 update): this means you’ll be right up to speed and provided with brand new game features and content such as Vacant Islands, new boss quests and vanity items.

I rather like the idea of a Sandbox RPG. The fact an RPG is by nature expansive means that boltering it with a Sandbox element is only going to make it bigger. This also means that your choice of kit and even the monsters, bosses and dungeons you face will be down to choice. If you’re thinking the same as me and happen to own a Switch why not pop over to the eStore and see what you think? Course if you don’t own a Switch, that’s fine, too. As I’ve mentioned, Portal Knights is already available on other systems. Well, off you go then … get to it!

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Friday, November 24, 2017

REVIEW / Assassin’s Creed Origins (PC)

 

As we all know, developer Ubisoft took a brief hiatus from Assassin’s Creed last year after it became apparent that franchise fatigue had sunk in harder than a hidden blade from a tall building. The result of this “lost year” was Origins, a new take and a fresh start for the series that has transported us back to the time of pyramids and pharaohs. It has been touted as a new direction for the shadowy organization (the Brotherhood, I mean, not Ubisoft). I suppose, then, that the question that I ought to be answering is: did that year off actually pay off?

 

A classic pose. Edward would be proud.

 

Let’s start with the combat, given that it’s seen the biggest revamp since ACIII. I am unashamedly fond of it, particularly once the more exotic fighting options open up on the new skill tree; the thrill of locking heads with a well-matched opponent is never more prominent than when you actually have to wait for an opening or time your blocks and dodges to perfection. My only real concern was that the game began to lose its traditional stealth element a little once it became apparent that for the most part, going toe to toe with an entire garrison was perfectly feasible.

The skill tree doesn’t cater for specific builds, but that isn’t an issue – building a two-handed thug in an Assassin’s Creed game would have missed the point somewhat. Grab the ‘chain assassination’ skill whilst eyeing up the ‘shield bash’ skill; learn to tame animals whilst also doubling the power of your overcharged rage attack. It’s all about choosing the skills that suit the moment, or indeed simply the ones that take your fancy.

 

So, you’ve figured out that I’m using my own Photo Mode pictures in an effort to seem cool. What you gonna do?

 

Origins opts for the traditional approach to Assassin’s Creed stealth, ditching social stealth (hiding in crowds or on benches) and focusing instead on creeping through bushes and whistling at guards. But if you want to create a diversion, you can loose a lion on an unwary encampment, start a fire, or even poison a dead body and start a plague worthy of the Old Testament. Distant enemies can be dispatched with a well-placed arrow; if you want to catch a guard isolated, wait for him to be taken by the call of nature in the direction of his bed, a hot meal, or the designated toilet.

I’ll admit, I missed being able to evade a guard in an angry mob, or by leaning nonchalantly against a wall. And despite her undeniable charisma, I felt a little short-changed by the literal replacement for the series’ famous Eagle Vision; Senu was an absolute necessity 100% of the time, and it could become a little tiring to have to continuously circle an encampment looking for guards from above. Of course, Senu was only really implemented to show off the game’s dazzling good looks, but we all knew that.

 

Senu. Looking, well, bird-like.

 

But hey, so far, so good: Origins improves on or does away with the precedent set by its elder siblings, refining the stealth whilst bringing a novel challenge to the combat. But it was not the sneaking, or even the hacking-and-slashing, that lifted Origins above so many previous Assassin’s Creed titles. It was instead the sheer depth offered by its beautiful world that kept me in a constant state of amazement; the sense of life that pulsed continuously through its veins.

For example: Bayek is sneaking through a small enemy camp, looking for the guarded entrance to an underground crypt. The land is flat, the guards numerous, and there’s not a haystack in sight. All in all, he thinks, the odds are looking pretty slim.

 

Wait. Wasn’t that in Brotherhood?

 

He’s just gearing up for a messy sword-fight when, all of a sudden, a group of mounted guards come thundering through the front gate. A quick glance from Senu’s perspective reveals that they are in the process of ‘fighting;’ moments later, their adversaries burst through the entrance, a bunch of bandits who have clearly ambushed the patrol on the road.

Chaos ensues. Ptolemaic soldiers and Egpytian highwaymen clash in the center of the camp, ignorant of the hooded figure skulking through the undergrowth toward his target. A vase full of oil is broken; a fire engulfs the tents in one corner of the fort. The bandits are eliminated with frightening efficiency, but the danger has not yet passed – moments before Bayek is spotted by the camp Commander, a stray arrow destroys the door of an occupied cage. A mightily irritated lion emerges, and the fighting begins anew.

 

I’ll just leave this one here.

 

All of this happened without a single moment of input from the player. I’ve not experienced this level of sheer randomness in any action game I’ve ever played, much less an Assassin’s Creed title. It left me with a huge grin on my face and proof that the inhabitants of Ptolemaic Egypt really do act of their own accord.

The same can indeed be said of the rest of the vast open world – pause for a moment and you’ll see Roman soldiers lifting crucified victims, or workers counting their produce before heading out back to relieve themselves. It’s a real shame, then, that the extraordinary world in which Bayek of Rivi-um, Siwa so bravely battles is not blessed with a more powerful tale to bring it to life.

 

Bayek, looking as innocent as a vigilante murderer possibly can.

 

The narrative actually recalls the very first Assassin’s Creed title, where the player is essentially handed target after target to find, research, and then stab with a pointy wrist thing. Things trundle along nicely enough – aided significantly by the charmingly emotive Bayek and his trouser-wearing wife Aya – until the final act, at which point the brakes are stamped and the momentum vanishes. All of the assassination targets in this late stage are individuals you’ve never even heard of, with no discernible motivations or back-stories; it’s hard to watch Bayek get hot under the collar at a dude you’ve met 5 minutes ago.

What’s worse is that the prologue is beautiful, a touching finale fit for the couple with whom we’ve spent the whole game living. The passages leading up to the final act are equally strong (until about halfway through), a set piece of narrative movement that departs from the assassination rhythm to deliver something a little more cinematic: how they managed to botch the climactic moments, then, is beyond me. Heck, even the side-quests can occasionally prove more emotive than those damning few missions.

 

Yes, I did take this one. Yes, I am proud of it.

 

Oh, right. In case you were wondering: Origins is quite pretty.

 

Sometimes, it’s better not to look too closely.

 

No, but seriously. I have no doubt that it’s a uniquely faithful rendering of Cleopatra’s Egypt, but more to the point; have you seen this game? It’s astonishing.

 

Drop. Dead. Gorgeous.

 

The only thing that really matters when it comes to Assassin’s Creed Origins is whether or not it has reversed the downward spiral into which the series’ reputation had entered. So let’s look at it this way. Origins offers the same magnificent historical backdrop, the same uniquely entertaining mechanics as its predecessors; it employs the same plot devices, touches on the same core world. But where previous Assassin’s Creed titles felt a little like they were painting one too many new coats on an old facade, Origins represented a lesson well-learned, sampling its contemporaries and stretching the confines of its genre to make room for a game that offered something truly fresh. Like the original Assassin’s CreedOrigins is not without flaws, but hey: that’s what sequels are for. Right?

 

Word.

 

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Thursday, November 23, 2017

Dress to the nines in the first Sims clothing line

First of all, it’s going to be extremely hard to resist writing this fresh Sims news without slipping into some simlish dialogue. Who could resist a perfectly placed “myshuno” to spruce up an article? However, you can slip into something a little more simlish with the first ever clothing line based on popular PC franchise.

The Sims has been a dominant force in the PC gaming world ever since the first game released at the dawn of the millennium. In those nearly 18 years, the franchise has built up a massive following rivaled only by the mountain of content that Maxis has been churning out for the world of the beloved virtual avatars.

sims shop

Now Maxis and EA are taking The Sims content into a whole new world with their partnership with Threadless, who are offering a variety of products with exclusive Sims designs. On the official Threadless shop there are 17 unique designs inspired by The Sims that are available to put on T-shirts, cell phone cases, cups, notebooks, and so much more. Whether you’re in the market for a plumbob throw pillow, a Pop Art Llama art print, or even a T-shirt with the fantastic conversational “sul sul” emblazoned upon it, Threadless has your hookup. I myself am quite partial to the Wasabi Romance framed fine art print.

sims wasabi romance

The CEO of Threadless, Jack Nickell, said about the deal, “We are two brands that deeply believe in people having the power to show the world who they are and who they want to be, whether that world is virtual or real.” This partnership all just makes so much sense and frankly I’m surprised that official clothing and décor have been unavailable until this point.

The Sims also has new releases this past month with The Sims 4 available now for the Xbox One and the PS4 and the latest expansion The Sims 4 Cats & Dogs released for the PC.

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Monday, November 20, 2017

REVIEW / Party Hard Tycoon (PC)

 

Something about “tycoon” games makes them, in my opinion, either completely hit-the-mark-on-every-level or miserable-flop; there is no in between. We either get so hooked that we want to spend every waking minute watching our virtual bank balances expanding or would have more fun discussing our real life loan repayments with our bank manager. Let’s take this mode of thought into account while we discuss today’s game; Party Hard Tycoon.

 

 

So you have to deck out venues for party’s and make money from the attendees. You start with just two venues but as you gain hype from happy party goers you’ll unlock more. Similarly, you start with three types of parties and will gain more as you go. You then have to kit your venue out with items fitting the party you’re planning for.

You aren’t going to be putting wooden crates out in a high end club now are you? This involves a wee bit of thought. The same applies with food, drink etc. Take a room full of high flyers. A couple of beer kegs and a table full of sausage rolls probably won’t get you many likes. You’re choices have to match the tastes of the clientele.

 

 

Something else you’ll need to put in is the right level of sound and lighting. Putting high end speakers into a college kegger isn’t really a smart use of your money. If you can get the right combination of effects, props and consumables you’re night should go off without a hitch. Also, as a bit of a no-brainer don’t blow your entire budget on one party or you’re going to be pretty penniless very quickly.

You also have to staff your parties. Waiters and servers stock and … well … serve food and drinks. Security will remove the haters in short order and for some events a bit of a brawl spices things up. Excuse the stereotype, (I happen to be one of these sorts,) but what could be better to break a few noses than a biker with a baseball bat? As with everything else in the game the better you do the more employees will become available. You can only choose a certain number of these per party so you have to think what you’re going to need more. Some parties have more trouble makers than others so security, for instance, isn’t necessary on every occasion. Staff, just like everything else, also want paying so this needs factoring in to your budget.

 

 

There is a certain level of depth that comes with not only juggling your money and deciding what you’re going to host where. You also need to pay attention to the type of fans that are coming to your parties. If you keep an eye on your calendar you begin to notice that different types of people go out at different times of the month and this gives you an idea how much you’re going to charge.

All tycoon games involve a certain amount of micro-management, but thankfully Party Hard Tycoon doesn’t focus too much on sheets of figures and statistics. This means you aren’t going cross-eyed tracking what’s going on. It also means you don’t need a degree in mathematics to be able to get anywhere.

 

 

So here we have a pretty solid looking tycoon game. It certainly has all of the makings to be rather a lot of fun. If making, (and spending,) money happens to be your thing. The biggest downside in this game is that it’s immensely easy to blow your budget. You’re rocking along quite nicely one minute and wondering where all your cash went and why you’re broke the next.

I understand that the whole point is that you need to be able to carefully manage what you’re doing and that this is the challenge of the game but there doesn’t seem to be much, if any kind of a safety net. It’s fine making things trickier for experienced players but this is what difficulty settings are for. Give the newbies a bit of a break.

 

 

Speaking of new, something else I’m not sure I like is the tutorial system. For me a tutorial should either come in the form of an instruction book or guide you through gently as you play. Personally I learn by doing so the second is always preferable. In Party Hard Tycoon you’re told what everything is and does but it’s before you actually go out and do it meaning you need a semi-good memory. I think this makes things a little rougher on new players and is going to be a bit more of a pain for people used to even the tiniest bit of hand holding.

Graphics are pixellated. I get that this is the in thing at the moment but I think it lends itself to some games more than others. This look works really well in an adventure or shooter, (assuming of course it’s done correctly,) I’m less sure about a game of this type. Instead of looking cool and retro it looks a bit tired and outdated. This is entirely my perspective. Graphics are, (obviously,) very much in the eye of the beholder so I’m not calling this a massive issue, it just didn’t work for me. What I do love is some of the graphic art. You know the stuff you see in loading screens and cut scenes. This is colorful and beautifully done.

 

 

So what do I actually think then? For me this game is a brilliant little time waster. This is the kind of title I reach for when I haven’t really got time to completely sink myself into something else. It’s great for an hour or so at a time. I’m less sure I’d go for a marathon session with Party Hard Tycoon. This being said you also have to remember that all those little bursts of play will soon add up so as a game in and of itself it’s still very playable. It’s currently an early access release and that this leaves loads of room for it to get better and grow, and I’m sure that it will.

If tycoon games are your thing then I think you could do a lot worse than play Party Hard Tycoon, it’s not a mammoth ground breaker of a release but then it doesn’t need to be. Entirely worth a go and certainly a decent addition to your Steam library. Am I going to carry on playing it after this review? You know what? I think I probably am and when you have loads of other things waiting to eat your attention this is a pretty solid compliment. All in all … well done devs.

 

 

 

This review is based on a retail copy of the game provided by the publishers.

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Friday, November 17, 2017

Tactical Monster Rumble Arena is unleashed on Steam

 

I have a real soft spot for the tactical genre. Generally, turn based strategy games lend themselves to this tag. It’s always nice to be able to think about what you’re about to do before you do it. The problem with real time strategy is everything feels a bit rushed and chaotic. Of course, sometimes this is purely the intention and that isn’t always a bad thing. This all being said, a new tactical arena game is about to hit Steam in the form of Tactical Monster Rumble Arena.

Freshly launched into Early Access, T.M.R.A (we’ll use that a bit for the sake of my sanity) is a step toward the fierce and frantic from Camex Games, the same folk who brought us the turn based tactical RPG Heroes Tactics. The aim with this title is to see who can get the most battles in during the shortest amount of time. In Tactical Monster Rumble Arena, there is always someone waiting in the wings to step up and spoil your day and it only takes five minutes to complete a battle. Whether you’re winning or losing you’re going to be experiencing a lot of fun very quickly.

Players will be forced to think fast and think smart as they maneuver orgres, wizards, archers, demons and more into fighting positions so they can launch volleys of arrows or dominate the field with spell and sword. To add a little something to the pot, in T.M.R.A you’ll be battling for more than just bragging rights. Your victories will grant you gold, medals, unlockable cards and more.

The roster of characters have been adopted from the best selling Monster Castle so people familiar with this game should feel right at home. In your minions you can expect a nice mix of cute, humourous and utterly lethal. This is also going to be one of those games that’s easy to learn but tricky to master, allowing for a lot of fun for challengers of all skill levels.

If you fancy a good old fashioned tactical throw-down, Tactical Monster Rumble Arena is available on Steam and in the Google Play store. For those of us that like our battles a bit more on the thinky side, this could definitely be a winner.

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